Ns_freefall Beta 1
HoundDawg
Join Date: 2002-11-01 Member: 3362Members
<b>UPDATE:</b> Beta 6 is now released. Download link has been updated.
<b>OVERVIEW:</b> This map is strictly a "fun" style map, which was inspired by playing ns_missilecommand. There were just a few design issues I had with that map, which really favored the marines.
<b>DOWNLOAD:</b> <a href='http://www.wwgaming.com/nc/maps/ns-maps/ns_freefall_b6.zip' target='_blank'>http://www.wwgaming.com/nc/maps/ns-maps/ns...freefall_b6.zip</a>
Feedback welcomed... Have fun!
<b>Note:</b> I'll most likely add light sources to all of the lights, a few sounds, and possibly a few other features. But, i'd like to keep this map very small. Currently, it's under 400k.
<b>OVERVIEW:</b> This map is strictly a "fun" style map, which was inspired by playing ns_missilecommand. There were just a few design issues I had with that map, which really favored the marines.
<b>DOWNLOAD:</b> <a href='http://www.wwgaming.com/nc/maps/ns-maps/ns_freefall_b6.zip' target='_blank'>http://www.wwgaming.com/nc/maps/ns-maps/ns...freefall_b6.zip</a>
Feedback welcomed... Have fun!
<b>Note:</b> I'll most likely add light sources to all of the lights, a few sounds, and possibly a few other features. But, i'd like to keep this map very small. Currently, it's under 400k.
Comments
<a href='http://www.wwgaming.com/nc/forums/index.php?s=&act=ST&f=4&t=609' target='_blank'>http://www.wwgaming.com/nc/forums/index.ph...ct=ST&f=4&t=609</a>
I'll fix ns_freefall distro on next compile. It doesn't use any of the wad textures, but the compiler still linked the wad. My mistake.
FYI, ns_mole is my very first map ever... and ns_freefall is my second, which I've only spent 8 hours working and testing it now.
Here's the fourth beta with several changes and additions:
<ul><li>Removed the fog sprites. They caused unnecessary lower FPS for some players.
<li>Moved the far middle marine resource node so that it could be built without conflicting with the alien resource node above.
<li>Added 2 ladders going up to the hive area with breakable glass sections.
<li>Added a ladder behind the command bunker to get on roof.
<li>Added a breakable glass window to the front of the command bunker.
</ul>
The download link in the original post has been updated.
Still is a problem for one of the nodes.
<b>Beta 5:</b>
<ul><li>Changed the wall textures to a rocky outdoor type of theme.
<li>Totally re-designed the alien hive locations and resource nodes.
<li>Spaced out the marine resource nodes to not conflict with the aliens nodes.
<li>Swapped one of the marine bunkers with one of the mounds.
<li>Added an H between the D and the alien hives. While falling, you'll pass by H and D, which are my initials for HoundDawg. =)
</ul>
<b>Beta 6:</b>
<ul><li>Middle part of H now disappears as aliens fall through it. This allows aliens to drop down to pool easier. No effect for marines.
<li>Middle part of the alien resource circle is now a hole, allowing easy drops down.
<li>All hives were raised a little closer to the roof.
<li>Various ready room enhancements, including a teleport for players that can't join a team due to auto team balance. Players get teleported back to ready room.
<li>Added a RES file for server.
</ul>
The link in the first post of this thread has been updated.
Still is a problem for one of the nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Try beta 6, it shouldn't be a problem as it was fixed in beta 5. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I <a href='http://clan00.de/mapping/index.php?action=detail&id=2396&typ=19' target='_blank'>mirrored the map</a> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Greets,
CaptainPanaka
Admin of <a href='http://clan00.de/mapping/index.php?typ=19' target='_blank'>NS-Maps @ Clan[00] Maparchiv</a> and <a href='http://www.ns-maps.de.vu/' target='_blank'>NS-Mapsection @ [00]Network</a>
/?: also <a href='http://clan00.de/mapping/index.php?action=detail&id=2397&typ=19' target='_blank'>mirrored ns_mole_a3</a> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Fun map though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Fun map though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Just use Charge and you can get out of the pool.
I can see how this may be true for those with lower end gfx cards and low bandwidth connections. Unfortunately, since this map deals with a huge vertical room, you're going to notice lower FPS as you look in different directions (like up from ground or down from hive area). But, the map is still very much playable, even with lower FPS and I don't have any issues with choppiness or lag via cable connection where my ping is ~30-45 to the server anyway.
If I made any further modifications to help reduce this, it would alter the map too much out of the current gameplay theme.
For example, I could split the vertical room into 2 or 3 sections with walls and doors. But, this would affect the freefall theme and would remove the height of the level which gives it a nice edge when falling and such. Anyway, I'm compiling beta 7, which hopefully will be the final release version.
As always, I'm open to suggestions on how to improve the map. I think total development time on this map is around 20-30 hours total, including compiling and testing.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=29466' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=29466</a>